Hi guys, i have a basic question here. I want to start a new environment to have on my portfolio and i dont know what technique to pick. I saw starcitizen and some other games are using mid poly with chamfers and decals on them for the details but then i saw @AlexCatMasterSupreme tutorial and he is cuting the ( decals )…
I can't really speak for Alex's workflow (isn't his through the use of a second UV set?) but if you grab his tutorial I'm sure he'd explain the benfits of his method, the main draw back for the mesh decals is it's more expensive in terms of geometry obviously because of the bevels / decals another thing is the decals them…
if you are going to render in ue4 and need to overwrite metallic buffer and use POM you can only use decals technique with realtime lighting setup. if you want to have baked lighting setup, you have to use a 2nd UV channel approach and some shader fiddling. I'm pretty sure, if you are using Unity or CryEngine (and probably…
Personally, I use a combination of both. For smaller, more contained objects I like to use individual textures as it allows me to add more personalized details. And for bigger things that need to span over a large area, I tend to use tileable materials along with floating decals. It really depends on the scale of what you…